[software] X3 Editor 2.0.23.0 [10.1.2012]
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Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Thanks. Looks like a good read.
Any advice on the shields though?
And I also wanted to put some more front(main) guns on an m7 but when I click the "scene" link in the turrets tab just opens a blank tab and a message that says "object reference not set to an instance of an object"
Any tricks for adding guns?
I have just updated.
Any advice on the shields though?
And I also wanted to put some more front(main) guns on an m7 but when I click the "scene" link in the turrets tab just opens a blank tab and a message that says "object reference not set to an instance of an object"
Any tricks for adding guns?
I have just updated.
What GoD taketh away, Cycrow giveth back.
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I dont know about sheilds put in as wares, but in scripts, you have to "install" instead of adding them. Could be the same problem. A sheild in the warelist is added to the ship, not installed on the ship.
Main guns have to be on the model to be added in the editor. You can "double" mount existing guns, but it just looks like a faster firing rate rather than extra guns.
Guns have to be included on the model to work properly and there are limits to how many guns are possible. I think its 8 front main guns, and 12 in each turret. Anything more than that and guns wont fire.
Main guns have to be on the model to be added in the editor. You can "double" mount existing guns, but it just looks like a faster firing rate rather than extra guns.
Guns have to be included on the model to work properly and there are limits to how many guns are possible. I think its 8 front main guns, and 12 in each turret. Anything more than that and guns wont fire.
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You can have 12 guns in main or any turret.
Open the scene with the Text Viewer.
Follow the Ship Tricks tutorials for more info.
I told you that shields would not work correctly in my first message.
Open the scene with the Text Viewer.
Follow the Ship Tricks tutorials for more info.
I told you that shields would not work correctly in my first message.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Joined: Mon, 25. Oct 10, 02:41
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It's not a simulation, Anuke.
Follow the Ship Tricks tutorials (in my sig). There is one for "Adding guns to a turret" -- it is exactly the same for main guns (Turret 0).
Follow the Ship Tricks tutorials (in my sig). There is one for "Adding guns to a turret" -- it is exactly the same for main guns (Turret 0).
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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I saw the video. Very cool. And thanks. But I have two final questions.
I want the guns added to the griffon which already has 4 guns. I want 8 more. What changes to the process need to be changed.
And... Will the guns be placed in cool spots? Or be placed on top of the existing guns? If they are placed on the existing slots, would it not be easier to change it in the t ships file? And if so what is the process for that?
I want the guns added to the griffon which already has 4 guns. I want 8 more. What changes to the process need to be changed.
And... Will the guns be placed in cool spots? Or be placed on top of the existing guns? If they are placed on the existing slots, would it not be easier to change it in the t ships file? And if so what is the process for that?
What GoD taketh away, Cycrow giveth back.
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The tutorial does show you how to add guns in the TShips file.
You can, alternatively, add extra turrets to the scene. Most people do it with a 3D editor. Killjaeden has some tutorials in the Tutorials thread (sticky).
You *can* do it by hacking the scene file, but it will take some experimentation to get it right. There is enough information in the Ship Tricks tutorials to help you do it... but it might be the hard way.
You can, alternatively, add extra turrets to the scene. Most people do it with a 3D editor. Killjaeden has some tutorials in the Tutorials thread (sticky).
You *can* do it by hacking the scene file, but it will take some experimentation to get it right. There is enough information in the Ship Tricks tutorials to help you do it... but it might be the hard way.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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As for shields in the WaresList - I find that installing and then removing 1 {1MJ Shields} will give the ship the kick it needs to wake up and use the shields in cargo.
I do this for [Astronaut] and now I have 1MJ shields when I try to repair my ship in the middle of battle.
I got drones to work!
I do this for [Astronaut] and now I have 1MJ shields when I try to repair my ship in the middle of battle.
I got drones to work!
Last edited by Phezzan on Sun, 24. Mar 13, 17:05, edited 1 time in total.
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Which game? If your running AP make sure you placed the TMissiles file in the /addon/types folder.drunkmonk wrote:ive changed all the missiles damage just wondering the damage hasnt changed at all tho still showing original damage values ingame
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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hey,
i have a problem with the editor.. yesturday i was fooling aroung with the jobs file and when i tried to open it today it gave a error message..
message is:
So i tought i did something wrong.. but when i tried to open the Vanilla job file i got the same message.. could there be some problem with the editor then..? or what could be causing this..?
thanks
i have a problem with the editor.. yesturday i was fooling aroung with the jobs file and when i tried to open it today it gave a error message..
message is:
Code: Select all
Interface function InstanceCreated of plugin Job Editor
(DS.X3.JobEditor.MainWindow) [JobEditor.plugin] threw exception
DS.X2Core.Text.TextLoader+TextLoaderException:
Unexpected end of file found while trying to load job id.
thanks
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Could you have accidently overwrote your vanilla jobs file by mistake? Are you loading a TC jobs file when configured for AP or vice versa?Anubitus wrote:hey,
i have a problem with the editor.. yesturday i was fooling aroung with the jobs file and when i tried to open it today it gave a error message..
message is:
So i tought i did something wrong.. but when i tried to open the Vanilla job file i got the same message.. could there be some problem with the editor then..? or what could be causing this..?Code: Select all
Interface function InstanceCreated of plugin Job Editor (DS.X3.JobEditor.MainWindow) [JobEditor.plugin] threw exception DS.X2Core.Text.TextLoader+TextLoaderException: Unexpected end of file found while trying to load job id.
thanks
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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no, im pretty sure its a X3: TC jobs file, i loaded the one from cat/dat 3 in the vanilla folder from the game.. and im sure i have not overwritten it because its a vanilla installation i havent touched.. and the editor isnt configured for AP as far as i know.. i have been working with it for very long and i have never changed it..
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i did another test where i changed the default X3:TC installation into a complete vanilla one and it loaded all the jobs files, even the ones i have been playing around with.. so perhaps there is a mistake in one of the other files then..?
EDIT: figured it out.. i made a mistake in the jobwings file.. forgot to remove a ; at the end..
EDIT: figured it out.. i made a mistake in the jobwings file.. forgot to remove a ; at the end..

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was modding some ships turrets and found that when I remove a turret from the middle of the list in Tships (turret 5 for example). It does not actually change the numbers of the turrets below that (turret 6 remains turret 6 for example) even though it moves them up on the list.
This means your Tships file can list turrets as having different numbers than you are using in your scene file.
This can make things very confusing, is there any way to either leave the turret in its actual location so there is a gap, or have it reduce its actual cockpit number so the scenes file can keep them consecutive?
Right now my work around is removing every turret past that point and manually reentering them in Tships.
This means your Tships file can list turrets as having different numbers than you are using in your scene file.
This can make things very confusing, is there any way to either leave the turret in its actual location so there is a gap, or have it reduce its actual cockpit number so the scenes file can keep them consecutive?
Right now my work around is removing every turret past that point and manually reentering them in Tships.